Author
Topic: Track creation guide (Read 97432 times)

-I have to create wet asphalt texture. I understand that you are saying that I have to "paint" the tarmack imitating the usually pools on track (yes, I have to paint the rest of the track darker and then the pools will be the mirrors) -What else? I see when I see my track in map viewer that on rainy day everything is dark / grey, so what else I have to paint or modify?

-I still don't understand the meaning of "concrete" or how to use it. EDIT: I was confused with the other meaning of concrete, something like "precise"... sorry!

-I have renamed all the fences to WLLFENCE_object(x) but I still can pass through them without collide, what am I doing wrong?

-I have to create wet asphalt texture. I understand that you are saying that I have to "paint" the tarmack imitating the usually pools on track (yes, I have to paint the rest of the track darker and then the pools will be the mirrors) -What else? I see when I see my track in map viewer that on rainy day everything is dark / grey, so what else I have to paint or modify?

-I still don't understand the meaning of "concrete" or how to use it.

-I have renamed all the fences to WLLFENCE_object(x) but I still can pass through them without collide, what am I doing wrong?

and export MAP file.The same applies to start lights, with a TXT file for each light.

Hello PiBoSo,can you pls tell us how we can create puddles which occur at random spots on track? (If we just paint a puddle onto the rain texture, it will be all around the track in regular distances which is not what we want to achieve)...And how do puddles have to look like in the rain texture?

And I am sorry but I don't get what you mean with "export map file", I thought just put the rain texture file and TXT file in the tracksfolder?

can you pls tell us how we can create puddles which occur at random spots on track? (If we just paint a puddle onto the rain texture, it will be all around the track in regular distances which is not what we want to achieve)...And how do puddles have to look like in the rain texture?

To create 'random' puddles on the track, you need to create a puddles texture tga, and secondary UV channel for the tarmac & concrete surfaces.The puddles map needs to be in the tga alpha channel. For this example, it should be tileable. White areas of the map are reflective, black areas are not reflective.In 3DS MAX, select all your track surface objects (TRKASPH, TRKCONC, etc) and assign a UVW Mapping modifier.In the UVW mapping parameters, select Planar. Set length & width to 15m x 15m. Make sure Map Channel is set to 2. By using channel 2, you will not affect your current texture mapping, which is on channel 1.In the Material Editor, you must assign your puddles texture to the Specular (or Glossiness) map slot of all materials that you want to have reflections.

Click on the puddles texture (seen here in the glossiness map slot), and in the Coordinates section change it to use Map Channel 2.That's it. Export your .map file and you will see wet puddles in rainy conditions.

I am going crazy with fence texture... Please Piboso, how can I make the fences visibles from both sides without doing them 3D? I am using a plain wall and only one texture but in game (only in KRP) I only see the fences from one side (fences, bushes, treewalls...)I had activated 2sided option in 3Dmax but nothing changes, maybe the problem is with the texture itself, how does it have to be?

I am going crazy with fence texture... Please Piboso, how can I make the fences visibles from both sides without doing them 3D? I am using a plain wall and only one texture but in game (only in KRP) I only see the fences from one side (fences, bushes, treewalls...)I had activated 2sided option in 3Dmax but nothing changes, maybe the problem is with the texture itself, how does it have to be?

2-sided faces are not supported. The only option is to model both sides.